Using this list as my source. Correct me if that one is inaccurate, but I have no reason to doubt this information so far. I am looking specifically at the grade 5 modifications, as these are the ultimate goals; it matters relatively little where you get your first grade 1 mod when that is going to be overwritten anyway.
(Click the image to get to the source.)
Edit: And here is an image I found which shows which engineer leads to the next one. Sorry for not linking to the source, I only bookmarked the raw image link some days ago:
So you can get grade 5 multi-cannons (up to +100% on a really good roll) from one of the tier 1 engineers which you can unlock the very first day of playing. Yet for lasers there even only exist grades 2, 3 and 4 for beam, burst and pulse respectively. FSD is rather early available with Farseer, but Thrusters come latest with Palin, which also is one of the most annoying to unlock, and who is an engineer with exploration in mind, yet has the most crucial upgrade for any combat ship (you don't need clean or dirty drive tuning when exploring out there, but in combat the difference between these mods and stock thrusters can mean life and death).
There are many more inconsistencies and arbitry dead ends (plasma accelerator, max is grade 2?), but one question that especially lingers in my mind:
Will the missing upgrade be added, or are these we see know the ultimate maximum? Making a grade 4 modification is not that much easier than a grade 5 one, yet spending tens of hours making grade 4 mods only for FD to then later add the grade 5 version afterward would not go down well with lots of people.
As for me, I am out. I am not spending my time on this any longer when I don't know whether lasers are not meant to be 2nd class citizens to multi-cannons, or whether I would waste my time making non-grade-5 laser mods when these may not even be the highest ones - all while the unlock requirements as well as material acquisition is riddled with awkwardness at every corner, railroady gameplay and probably a dozen bugs (just read Polonium may not even spawn at the moment) to boot.
(Click the image to get to the source.)
Edit: And here is an image I found which shows which engineer leads to the next one. Sorry for not linking to the source, I only bookmarked the raw image link some days ago:

So you can get grade 5 multi-cannons (up to +100% on a really good roll) from one of the tier 1 engineers which you can unlock the very first day of playing. Yet for lasers there even only exist grades 2, 3 and 4 for beam, burst and pulse respectively. FSD is rather early available with Farseer, but Thrusters come latest with Palin, which also is one of the most annoying to unlock, and who is an engineer with exploration in mind, yet has the most crucial upgrade for any combat ship (you don't need clean or dirty drive tuning when exploring out there, but in combat the difference between these mods and stock thrusters can mean life and death).
There are many more inconsistencies and arbitry dead ends (plasma accelerator, max is grade 2?), but one question that especially lingers in my mind:
Will the missing upgrade be added, or are these we see know the ultimate maximum? Making a grade 4 modification is not that much easier than a grade 5 one, yet spending tens of hours making grade 4 mods only for FD to then later add the grade 5 version afterward would not go down well with lots of people.
As for me, I am out. I am not spending my time on this any longer when I don't know whether lasers are not meant to be 2nd class citizens to multi-cannons, or whether I would waste my time making non-grade-5 laser mods when these may not even be the highest ones - all while the unlock requirements as well as material acquisition is riddled with awkwardness at every corner, railroady gameplay and probably a dozen bugs (just read Polonium may not even spawn at the moment) to boot.
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